/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/Abilities/GameplayAbility.h
Ends any active ability state task with the given name. If name is 'None' all active states will be ended (in an arbitrary order).
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=Ability) void EndAbilityState ( [FName](API\Runtime\Core\UObject\FName) OptionalStateNameToEnd )